[Map] Nuketown Zombies


this “battle will be created” loops back after 20 seconds, tried changing from europe to NA, didnt work, also lowering playercount didnt work. anyone knows how to fix?

You cant fix it, it’s a reoccurring issue with custom games and mods

3 Likes

Are the devs aware of the issue? The custom games have been really unstable lately

The servers should be working fine now.

2 Likes

1.87 is released.

  • Added Leuchtpistole 42 Wallbuy

  • Added Thompson 100 Drum mag wallbuy

  • Added Roks 3 wallbuy

  • Added PTRS wallbuy

  • Increased chance for Luftfaust in regular box

  • Buffed PaP weapon damage (200% → 250%)

  • Tough zombies HP was decreased

  • Very fast zombie speeds were decreased

  • Late game waves have less giants now

  • Added invisible walls. Thanks to this, 1.9 will have major changes to the map, more on this later.

  • Fixed exploits

  • Fixed cave barrel exploit

6 Likes

Hi! Thanks, very nice update! New exploits been found by players (not known by me) so they somehow still manage to crawl onto the hill, while being behind the fence, it is very bad, game essentially becomes just a shooting range without ability to loose. Maybe if you’ve found way to place invisible walls you may pave fence with these walls from the inner part, it may help without even knowing where current or future exploits may be found?

1 Like

Update 1.9 will solve all exploits. That is 100%. Invisible walls will allow me to restrict playable area much better. It will be released this week. (Thursday earliest)

If you can, please post a screenshot of exploit location. I don’t have time to walk around the map while hugging the walls.

Some teaser:

Very nice-looking update!, i still can’t witness exploit being used so cannot tell you exactly where it is (sorry).

1.9 is released. Please report any exploits/bugs. Thank you.

  • Expanded the map by a considerable amount. Added Depot location
  • Moved zombie spawns
  • Removed fences which were replaced by invisible walls. Based on feedback this may get reverted.
  • TEMPORARILY removed panzerfaust 100 and sally, as they don’t work with invisible walls.
  • And more stuff i forgot
4 Likes

This update is FIRE man! All known exploits fixed! Very impressive work, thanks! Sad no grenade launchers available now, but its ok, you are planning on returning them later?

This update is FIRE man! All known exploits fixed! Very impressive work, thanks! Sad no grenade launchers available now, but its ok, you are planning on returning them later?

Thank you :slight_smile:

Yes all grenade launching weapons will be returned asap. But it will probably take a loong time.

1 Like

1.9.1:

  • Added invisible walls to the crashed tractor. It should now be invisible to climb outside
  • Added Pap box to Depot.
3 Likes

When new update?

2 Likes

Not in the near future. There will be a minor bugfix update but nothing major until we get custom model and texture support for the game editor.

3 Likes

1.9.2:

  • Fixed exploit
  • Improved lightsaber appearance
  • Other fixes
  • Due to map size and difficulty i have increased maximum player limit to 50. Less players–>harder experience.
3 Likes

you could add armor items that reduce damage from zombies though and perhaps slighlty increase chances of survival from explosives

just an idea.

1 Like

what about buy order tank and more anti tank zombies? or tank zombies like the ones in april fools.

Or a PAP anti tank rifle that fires an insanely high damage shot

@Bazsi37 How can you make zombie location show on minimap???
And how did you make the knife act like a sword with the charge ability

How can you make zombie location show on minimap?

nzombie_base{
  _override:b=yes
paid_loot__pointsPerDamage:r=0.1
nphys__mass:r=6000.0
"attach_decorators__entities:list<eid>"{ 
  }

  "attach_decorators__templates:array"{
    "attach_decorators__templates:object"{
      relativeTm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [0,0,0]]
      template:t="team1_marker"
      nodeName:t="Bip01 Head"
    }
  
}
}

team1_marker{
  _use:t="custom_marker"
  _use:t="base_vehicle_decor"
  animchar__res:t="sandbag_single_decor_a_char"
  collres__res:t="sandbag_single_decor_a_collision"
  custom_marker__icon:t="!ui/skin#v_arrow.svg" //icon inside uiskin.vromfs.bin
  custom_marker__iconColor:c=167,55,75,255
  custom_marker__iconSize:p2=10.0,10.0
  custom_marker__showForTeam:i=1
  animchar_render__enabled:b=no
}

And how did you make the knife act like a sword with the charge ability?

knife_weapon{
  _override:b=yes
  _extends:t="melee_weapon"
  _extends:t="knife"
  meleeSoundType:t="knife"
  meleeActionSoundPath:t="impact/knife"
   "meleeChargeWeapon:tag"{
  }
}

Ah good, may I add that to my map?

I see, thats good to know. Maybe i can make all the guns charge-able and it will be very stupid